System and Method for Replaying Video Game Streams

ABSTRACT

A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a division application to U.S. patent applicationSer. No. 14/919,430, entitled “System and Method for Replaying VideoGame Streams” and filed on Oct. 21, 2015, which is hereby incorporatedby reference in its entirety. U.S. patent application Ser. No.14/919,430 is related to the following U.S. utility patent applications:U.S. patent application Ser. No. 14/919,358, entitled “System and Methodof Generating and Distributing Video Game Streams” and filed on Oct. 21,2015, and U.S. patent application Ser. No. 14/919,444, entitled “Systemand Method of Inferring User Interest in Different Aspects of Video GameStreams” and filed on Oct. 21, 2015, each of which is herebyincorporated by reference herein in its entirety.

FIELD OF THE INVENTION

The invention relates to a system and method of generating a game logthat specifies game events during gameplay to enable efficientdistribution of video game playback, facilitating the annotation ofgameplay through content from users and others, and generating a videogame stream that includes the game log and content.

BACKGROUND OF THE INVENTION

Electronic sports (“e-sports”), also known as competitive video gaming,has grown in popularity due in large part to the explosive growth ofonline video games and availability of network connectivity. Along withthe popularity of e-sports, demand for live streaming or pre-storedreplays of video gameplay sessions has grown. Although storage andnetwork technology has advanced in recent years to accommodate largescale data storage and transferring, the load on storage and networkinfrastructure imposed by live streaming and pre-stored playback ofvideo gameplay sessions can be quite large, potentially causing delaysand dissatisfaction for end users and maintenance problems for systemadministrators. This is because conventional methods of providing suchplayback typically involves recording gameplay as media files. Thesemedia files become very large, thanks in large part to modern highdefinition, graphics-intense, video games.

Furthermore, even casual gamers are increasingly sharing their gameplaythrough social networks. Again, such sharing is typically performed byrecording gameplay as a media file. A further limitation of conventionalsystems is the limited manner in which users can provide commentary onother users' gameplay, search for video game playback and commentary,and obtain localized content relating to video game playback.

These and other problems exist with annotating and sharing video gameplayback.

SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to a systemand method of generating a game log that specifies game events duringgameplay to enable efficient distribution of video game playback,facilitating the content editing and annotation of gameplay throughcontent from users and others, and generating a video game stream thatincludes the game log and additional content.

The system may be used by users in various ways. For example,e-sportscasters may use the system to broadcast video game playback(whether in real-time or otherwise) along with their commentary,graphical overlays, and/or other content. Such broadcasts may beprovided to viewers through conventional media file formats (ortelevision broadcast) or through video game streams that are decoded(e.g., by a game engine that created a game log from the video gamestream) at the viewers' end user devices. Video game players may use thesystem to share video game playback and their commentary and/or othercontent. Viewers may search the system for players of interest,commentators of interest, and/or other search criteria.

The system may use a game log as a compact vehicle to share playback ofgameplay through a network. A game log, which may be generated by a gameengine, describes gameplay during a given video game session such thatevents occurring during the video game session may be recreated. Forinstance, a game log may include information that indicates one or moregame events that have occurred during gameplay. Because a game logspecifies game events that occurred during gameplay rather than arendering (into video, for example) of the gameplay, a given game logoccupies a much smaller size footprint than a conventional video of thegameplay.

The system may assign an identifier to a game log and store the game logand its corresponding identifier (as well as any video game information)in a database. Game logs may be persistently stored in the database forlater search and retrieval. In this manner, game logs of interest may besearched for or otherwise obtained. Of course, game logs may be streamedand provided to end users in substantially real-time as well.

The system may generate a Video Game Stream (“VGS”) based on a game logand one or more metadata tracks that include content (also referred toherein as metadata) that annotate the game log. In some instances, thesystem may store an association between metadata and a game log. Forinstance, a given game log may be associated with one or more metadatatracks. In this manner, a viewer or others may be able to pick andchoose which metadata is to be used to annotate a given game log. Assuch, multiple VGSs may be generated based on a single game log, eachVGS associated with its own set of metadata.

A metadata track may include one or more types of metadata to annotate agame log. Such metadata types may include, for example, audio, visual,tactile, and/or other types of information that can be used to annotatea game log. For example, metadata may include commentary (e.g., from ane-sports announcer, a player involved in gameplay, a user not involvedin gameplay, etc.), graphical overlays, tactile information, and/orother content.

In some instances, a metadata track may include alternate “camera”angles. For example, a game log may capture gameplay from a given cameraangle or perspective. A metadata track may include a differentperspective and another metadata track may include yet anotherperspective. In this manner, a given game log may be associated withdifferent metadata tracks, each providing its own perspective view ofgameplay.

In some instances, a metadata track may include loadout information thatindicates a state of a player and/or video game environment duringgameplay that is represented in a game log. For instance, the loadoutinformation may indicate a state of a player (e.g., the equipment orpower-ups used by the player), a virtual object (e.g., virtualweapon/ammo) used, a video game level (e.g., a virtual racetrack, avirtual boss, etc.), a video game level of difficulty, and/or otherstate of the video game during gameplay represented in a game log. Theloadout information may be used to recreate the conditions of gameplay.For instance, when decoded, a VGS that includes a metadata track withloadout information may provide the viewer with an option to attempt toplay the video game under the same loadout conditions as in the videogame playback. This may be useful when, for example, a user wishes toview a tutorial on how to defeat a particular level, a user wishes toachieve a better score than a friend who shared the VGS with loadout tochallenge the user, and/or other situations in which a user may wish torecreate loadout conditions associated with a video game playback. Insome instances, the metadata track includes information about the gamestate that was not available or readily apparent to one or more players.For example, a first player may have employed an invisibility power-upsuch that an opponent could not see the first player's attack. Themetadata track, however, may include information that allows the viewerto see the first player's attack (e.g., by presenting the first playeras transparent to indicate invisibility).

In some instances, the system may generate a loadout object. A loadoutobject may refer to all or a portion of a VGS. For instance, the loadoutobject may specify to all or portion of a game log and/or all or aportion of a metadata track that includes loadout information. In thismanner, a given loadout object may be used to convey a state of aparticular gameplay session (or portion of a gameplay session, such as agiven time interval of the gameplay session). Loadout objects may begenerated automatically by the system and/or based on user input. Forinstance, loadout objects may be automatically generated based oninference information (described herein) or user input that specifies aportion or all of a VGS (associated with gameplay of the user orgameplay of others) that should be made into a loadout object.

A loadout object may be configured as a virtual trading card, aSkylanders™ object, and/or other virtual or actual object that canconvey loadout information such that others may replicate a state ofgameplay described by the loadout information. Users may acquire, share,trade, and/or otherwise use loadout objects to enable recreating a givenstate of a given gameplay session (or portion of the gameplay session),whether to play a video game using the same state or to simply view thegameplay associated therewith.

In some instances, a loadout object may refer to single player gameplayor multiplayer gameplay (e.g., a competitive and/or cooperative matchbetween multiple players). In multiplayer gameplay implementations, twoor more users with whom the loadout object has been shared may enter amultiplayer match using a video game state specified (and/or identified)by the loadout object.

The system may use a given loadout object to place a user with whom theloadout object has been shared into a match. For instance, a matchmakingengine (which places users into matches) may use a loadout object toplace one or more players into a gameplay match that includes theloadout condition(s) specified or identified by the loadout object.

In some instances, the system may associate users with loadout objects.For instance, the system may store an indication of loadout objects thatthe user has shared, viewed, participated in gameplay that replicatesloadout conditions, or otherwise interacted with.

The system may receive, from a user, an annotation of a given loadoutobject. For instance, a user may include a comment or other contentrelating to the loadout object. Users with whom the loadout object hasbeen shared (or others) may view the annotations by the user.

In some instances, a metadata track may include micro-transactioninformation that identifies an item available for purchase. In someinstances, the item may include a virtual item depicted in acorresponding video game playback, or a real-world item advertised as anoverlay over the corresponding video game playback. In some instances,the metadata track may include hotspot information that indicatesselectable coordinates on the video game playback corresponding to theitem available for sale. For instance, in a shooter game, a location onthe display (e.g., pixel position) of a virtual weapon that may bepurchased by the viewer for use in the viewer's gameplay may be encodedin the metadata track. In this instance, during playback, the viewer maybe able to select the location (e.g., the “hotspot”), which causes apurchase transaction to occur. The purchase transaction may cause thevirtual item to be made available to the viewer when the viewer playsthe video game. Similarly, an advertising item may be selected to causea purchase transaction for a real-world item to be initiated.

In some instances, a metadata track may include player profileinformation that describes a player involved in a video game and/or aplayer's avatar. The system may obtain the player profile informationfrom a pre-stored player profile database, meta data that may accompanya game log, a game log annotator (as will be described herein), and/orother source. All or a portion of the player profile information may beused annotate a VGS so that viewers (e.g., users who view a replay ofgameplay) may be provided with background or other information relatingto the player.

The system may provide authoring tools that provide one or more inputsconfigured to accept user-provided content to create metadata tracks.Such tools may provide video game playback (e.g., display a playback sothat a user can input commentary or other content) and accept contentfor creating metadata tracks.

In some instances, the system may cause different metadata tracks to belayered onto one another. For instance, a first user may provide content(e.g., his commentary on gameplay) for a first metadata track toannotate a game log. A second user may obtain the game log and the firstmetadata track and provide further commentary (such as a translation ofthe first user's commentary and/or additional commentary or content) fora second metadata track to annotate the game log and the first metadatatrack. The different metadata tracks may be played/overlaid togetherwith other metadata tracks (allowing combinations of metadata to enricha given game log) or separately.

Certain annotation may cause content to be removed from a video gameplayback. Such removed content may include background music, certainsound or visual effects, conversation between players, etc. As such, ametadata track may include an instruction to omit or remove certaincontent that appears in a game log (e.g., an instruction to omit a soundtrack during video game playback during a certain time interval). Suchremoval may be used in conjunction with content to be added. Forinstance, for a sports video game playback, commentary from theartificial intelligence commentator may be replaced with a user'scommentary. Such removal of content may be used in other ways as well,such as to focus on particular clips (e.g., a 30 second clip) byremoving remaining portions of a playback.

The system may synchronize a given metadata track with events in a gamelog so that the content from the metadata track is replayed alongside areplay of gameplay at the appropriate time. In some instances, thesystem may synchronize a metadata track with a timeline associated withthe game log. For instance, the game log may be associated with a gamelog timeline that includes a timestamp for each event. The timestamp mayindicate a time that a given event has occurred relative to the start ofthe game log. The system may assign events or content within themetadata track with a timestamp that corresponds to the game logtimeline. In some instances, timestamps not necessarily associated witha game event may be added as well, to serve as editing/guidepost marks.

The system may facilitate searching for, identifying, and localizing aVGS. For instance, the system may identify combinations of metadatatracks that should be used to annotate a game log. The system mayidentify an appropriate metadata track responsive to search inputs froma user, automatically based on localization rules, key word tagsassigned by users or the system, and/or other information that can beused to identify a suitable metadata track for a given game log.

In a non-limiting example, a user may specify that she wishes to view avideo game replay of a particular game title involving a particularplayer with commentary in the English language. Responsive to the searchinputs, the system determine whether any of the game logs match searchcriteria specified by the search inputs relating to game logs (namely,the particular game title involving the particular player). If one ormore game logs that satisfy the criteria are found (or simultaneouslywith the previous query), the system may determine whether any metadatatracks have been associated with the one or more game logs, and if so,present the results to the user for selection.

Upon receipt of a selection of a game log and any corresponding metadatatracks, the system may generate a VGS based on the game log andcorresponding metadata tracks that have been custom provisioned to theuser's query.

In some instances, once a VGS has been generated responsive to thesearch request, the requesting user may further annotate the VGS togenerate further metadata tracks by that user, in which case the newmetadata tracks will be associated with the game log and/or existingmetadata tracks for later search and retrieval by the user or others.

In some instances, the system may automatically select a given metadatatrack for a game log based on one or more localization rules. Alocalization rule may specify that certain metadata tracks be used witha game log based on a native language of a geographic location to whicha VGS is to provided, a custom of a geographic location to which a VGSis to provided, and/or other localization, and/or other criteria thatcan be used to automatically select a given metadata track for use witha game log. In some instances, metadata tracks need not be decoded/readby a game engine. For instance, a given metadata track may includeconventional video/audio/etc. encoded in a conventional media formatthat may be played at an end user device via conventional media player.In these instances, for example, an audio track (e.g., with atranslation of commentary or other content) may be included with a VGS.

The system may obtain and decode a VGS to provide a video game playback.For instance, the system may provide the game log to a correspondinggame engine that created the game log and receive, back from the gameengine, a video game playback that is unannotated. The system may parsemetadata tracks and synchronize content therein with the video gameplayback from the game engine.

In an implementation, the system may make a video game playback staticor interactive. In static instances, the video game playback may not beinteracted with by a viewer other than through ordinary media playercontrols (e.g., play, pause, etc). Instead, the video game playback islinear, view-only.

In interactive instances, the video game playback may include hotspotsor otherwise cause interactive elements configured to receive userinputs. For example, when a VGS includes loadout information, the systemmay parse the loadout information and provide the viewer with an optionto recreate the loadout conditions specified by the loadout information.Upon receipt of an indication from the viewer to play under the loadoutconditions, the system may provide the loadout information to a gameengine, which may render the video game with the loadout conditions sothat the viewer may play the video game under the same conditions as thevideo game playback.

In another example, when a VGS includes micro-transaction hotspots, thesystem may parse the hotspot or pixel position information and provideselectable regions within the user interface that corresponds to avirtual or real item in the video game playback that is available forpurchase. Upon receipt of a selection of a hotspot, the system mayeither automatically cause a purchase of a corresponding item (e.g., bylooking up pre-stored financial account information of the viewer orvirtual currency account information of the viewer) or cause atransaction interface to be presented to the viewer, which allows theuser to input (financial or virtual) account information. In someimplementations, the hotspot item may be changed from time to time. Forinstance, an advertised item may be changed from one product to anotherproduct, depending on sponsorships, ad contracts, etc. Additionally oralternatively, the system may change the in-game placement of such ads(and corresponding hotspot).

In an implementation, the consumption and/or creation of metadata tracksmay be subject to different levels of subscriptions. Users may subscribeto different levels of subscription by providing user information,payments, and/or other items of value. For example, a user may pay ahigher fee to access premium metadata tracks (e.g., commentary fromexperienced e-sportscasters), or no fee to access a standard set of (orzero) metadata tracks.

In an implementation, the system may convert a VGS into a conventionalmedia format for sharing on sites or devices that are not configured tointerpret a game log or metadata track. Such conversion may occur viaserver-based processing (e.g., on computer system 110), distributedprocessing using end user devices 140, cloud services processing (e.g.,via cloud computer systems), and/or through other computer processingtechniques.

In some instances, the system may provide access to game logs andmetadata tracks through an API. The API may provide access to a game logand any corresponding metadata track as a conventional media file thatcan be played in a conventional media player.

In an implementation, the system may generate an inferred object thatidentifies a VGS and a portion of the VGS in which the user(s) isinferred to be interested. An inferred object may include anidentification of the VGS, an identification of a game log, anidentification of specific portion(s) of the game log, an identificationof a player character/avatar, an identification of a metadata track(e.g., particular commentary, graphics, camera angles, etc.), anidentification of specific portion(s) of the metadata track, and/orother information that can specify all or a portion of a VGS in whichusers are likely interested. Based on the inferred object, the systemmay generate a separate VGS or a metadata track to be part of anexisting VGS. In this manner, the system may cause playback of gameplayof entire gameplay sessions or portions thereof that are expected to beof interest to one or more users. Inferred objects may be used by thesystem in other ways as well (e.g., to drive micro-transactions), asdescribed herein.

These and other objects, features, and characteristics of the systemand/or method disclosed herein, as well as the methods of operation andfunctions of the related elements of structure and the combination ofparts and economies of manufacture, will become more apparent uponconsideration of the following description and the appended claims withreference to the accompanying drawings, all of which form a part of thisspecification, wherein like reference numerals designate correspondingparts in the various figures. It is to be expressly understood, however,that the drawings are for the purpose of illustration and descriptiononly and are not intended as a definition of the limits of theinvention. As used in the specification and in the claims, the singularform of “a”, “an”, and “the” include plural referents unless the contextclearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system of generating and distributing video gamestreams, according to an implementation of the invention.

FIG. 2 depicts a block diagram of a video game stream application,according to an implementation of the invention.

FIG. 3 depicts a process of generating a video game stream, according toan implementation of the invention.

FIG. 4 depicts a process of decoding a video game stream to generate avideo game playback, according to an implementation of the invention.

FIG. 5 depicts a process of annotating a video game log and encoding avideo game stream, according to an implementation of the invention.

FIG. 6 depicts a process of generating a game log and encoding a videogame stream during a gameplay session, according to an implementation ofthe invention.

FIG. 7 depicts a process of localizing video game playback, according toan implementation of the invention.

FIG. 8 depicts a process of identifying localization parameters forlocalizing video game playback, according to an implementation of theinvention.

FIG. 9 depicts a process of driving micro-transactions based on videogame streams, according to an implementation of the invention.

FIG. 10 depicts a process of inferring interest in an aspect of a videogame streams, according to an implementation of the invention.

DETAILED DESCRIPTION OF THE INVENTION

The invention described herein relates to a system and method ofgenerating a game log that specifies game events during gameplay toenable efficient distribution of video game playback, facilitating theannotation (and replication) of gameplay through content from users andothers, and generating a video game stream that includes the game logand content. While aspects of the invention may be described herein withreference to particular types of video game genres, the system andmethod described in detail herein may be used in any genre of single ormultiplayer video game.

Exemplary System Architecture

FIG. 1 illustrates a system 100 of generating and distributing videogame streams, according to an implementation of the invention. In oneimplementation, system 100 may include a computer system 110, one ormore databases 130, one or more end user devices 140, and/or othercomponents.

Computer System 110

Computer system 110 may be configured as a server (e.g., having one ormore server blades, processors, etc.), a gaming console, a handheldgaming device, a personal computer (e.g., a desktop computer, a laptopcomputer, etc.), a smartphone, a tablet computing device, and/or otherdevice that is programmed to encode, decode, and/or distribute gamestreams as described herein.

Computer system 110 may include one or more processors 112 (alsointerchangeably referred to herein as processors 112, processor(s) 112,or processor 112 for convenience), one or more storage devices 114(which may store a VGS application 120), and/or other components.Processors 112 may be programmed by one or more computer programinstructions. For example, processors 112 may be programmed by videogame stream application 120 and/or other instructions. VGS application120 may include various instructions that program computer system 110.As described herein, VGS application 120 will be described asprogramming computer system 110 to perform various operations. However,it should be understood that a portion (or all) of VGS application 120may, alternatively or additionally, program other system components(e.g., end user device 140) to perform at least some of the functions ofVGS application 120.

End User Devices 140

End user device 140 may be configured as a gaming console, a handheldgaming device, a personal computer (e.g., a desktop computer, a laptopcomputer, etc.), a smartphone, a tablet computing device, and/or otherdevice that can be programmed to present a video game to be played, viewa video game replay, encode a game log, generate a metadata track,and/or perform other functions described herein. Although notillustrated in FIG. 1, end user devices 140 may include one or morephysical processors programmed by computer program instructions. Forexample, end user device 140 may be programmed by all or a portion ofVGS application 120.

Although illustrated in FIG. 1 as a single component, computer system110 and end user device 140 may each include a plurality of individualcomponents (e.g., computer devices) each programmed with at least someof the functions described herein. In this manner, some components ofcomputer system 110 and/or end user device 140 may perform somefunctions while other components may perform other functions, as wouldbe appreciated. The one or more processors 112 may each include one ormore physical processors that are programmed by computer programinstructions. The various instructions described herein are exemplaryonly. Other configurations and numbers of instructions may be used, solong as the processor(s) 112 are programmed to perform the functionsdescribed herein.

Furthermore, it should be appreciated that although the variousinstructions are illustrated in FIG. 1 as being co-located within asingle processing unit, in implementations in which processor(s) 112includes multiple processing units, one or more instructions may beexecuted remotely from the other instructions.

The description of the functionality provided by the differentinstructions described herein is for illustrative purposes, and is notintended to be limiting, as any of instructions may provide more or lessfunctionality than is described. For example, one or more of theinstructions may be eliminated, and some or all of its functionality maybe provided by other ones of the instructions. As another example,processor(s) 112 may be programmed by one or more additionalinstructions that may perform some or all of the functionalityattributed herein to one of the instructions.

The various instructions described herein may be stored in a storagedevice 114, which may comprise random access memory (RAM), read onlymemory (ROM), and/or other memory. The storage device may store thecomputer program instructions (e.g., the aforementioned instructions) tobe executed by processor 112 as well as data that may be manipulated byprocessor 112. The storage device may comprise floppy disks, hard disks,optical disks, tapes, or other storage media for storingcomputer-executable instructions and/or data.

Databases 130

The various databases 130 described herein may be, include, or interfaceto, for example, an Oracle™ relational database sold commercially byOracle Corporation. Other databases, such as Informix™, DB2 (Database 2)or other data storage, including file-based, or query formats,platforms, or resources such as OLAP (On Line Analytical Processing),SQL (Structured Query Language), a SAN (storage area network), MicrosoftAccess™ or others may also be used, incorporated, or accessed. Thedatabase may comprise one or more such databases that reside in one ormore physical devices and in one or more physical locations. Thedatabase may store a plurality of types of data and/or files andassociated data or file descriptions, administrative information, or anyother data.

The various components illustrated in FIG. 1 may be coupled to at leastone other component via a network, which may include any one or more of,for instance, the Internet, an intranet, a PAN (Personal Area Network),a LAN (Local Area Network), a WAN (Wide Area Network), a SAN (StorageArea Network), a MAN (Metropolitan Area Network), a wireless network, acellular communications network, a Public Switched Telephone Network,and/or other network. In FIG. 1, as well as in other drawing Figures,different numbers of entities than those depicted may be used.Furthermore, according to various implementations, the componentsdescribed herein may be implemented in hardware and/or software thatconfigure hardware.

VGS Application 120

FIG. 2 depicts a block diagram of VGS application 120, according to animplementation of the invention. The instructions of VGS application 120may include, without limitation, a VGS encoder 222, a search andlocalization engine 224, a VGS decoder 226, a subscription module 228, aVGS to media converter 230, an Application Programming Interface (“API”)232, an inference engine 234, and/or other instructions 236 that programcomputer system 110 to perform various operations, each of which aredescribed in greater detail herein. As used herein, for convenience, thevarious instructions will be described as performing an operation, when,in fact, the various instructions program the processors 112 (andtherefore computer system 110) to perform the operation.

Game Logs

In an implementation, VGS encoder 222 may obtain a game log and generatea VGS based on the game log. A game log, which may be generated by agame engine, describes gameplay during a given video game session suchthat events occurring during the video game session may be recreated. Ina sense, a game log may be thought of as a recording of events thatoccurred during gameplay, even though a game log may not be a “videorecording” per se in that the game log itself is not played back by aconventional media player (unless converted to a conventional mediaformat as described herein). Instead, a game log may include informationthat indicates one or more game events that have occurred duringgameplay. In an implementation, a game log may include informationrelating to player activity during gameplay such as the presence orabsence of player chats via headsets, the amplitude/volume of suchheadset chat, texting/chatting in out-of-band streams, observed physicalbehavior of a player (e.g., a player standing, jumping, etc.) based oninputs from peripheral devices such as cameras, and/or other playeractivity information.

Accordingly, gameplay that occurred during a video game session may bereplayed based on the game events (hereinafter, such replay based on agame log will be referred to as a “video game playback” even though areplay may occur substantially in real-time—e.g., as a gameplay sessionis occurring—or not in real-time—e.g., stored and later retrieved forlater video game playback). Because a game log specifies game eventsthat occurred during gameplay rather than a rendering of the gameplay, agiven game log occupies a much smaller footprint than a conventionalmedia file that would, for example, render video of the gameplay.

The game events may include, without limitation, a player's input, agame engine's response to a player's input, an interaction between a botand another player (e.g., another human player or another bot), aninteraction between virtual objects and other objects or players, and/orother event that can occur during gameplay. A game event may be recordedas information that encodes the event. For instance, a game event may beencoded as a generic event, such as “player input button A,” or aspecific event (e.g., specific to a particular game), such as “playerdefeated boss X.” A computer readable mapping of events to encodings maybe stored in VGS database as well, in which case a game log may simplyinclude encodings that map to particular events.

A given game log may be associated with video game information such as,without limitation, a video game title, a video game genre related tothe video game title, a publisher of the video game title, the names ofplayer(s) involved in a video game session to which the game logrelates, and/or other information relating to the video game or videogame session to which the game log relates.

In an implementation, VGS encoder 222 may assign an identifier to anobtained game log and store the game log and its correspondingidentifier (as well as any video game information) in a VGS database,such as a database 130. Game logs may be persistently stored in VGSdatabase for later search and retrieval. In this manner, game logs ofinterest may be searched for or otherwise obtained.

Generating a VGS Based on a Game Log and Metadata

In an implementation, VGS encoder 222 may generate a VGS based on a gamelog and one or more metadata tracks (the term “track” is used withrespect to metadata merely to illustrated that metadata may includediscreet information separate from information from other metadata). AVGS may include a set of content that includes information from a gamelog (or the game log itself) and one or more metadata that annotate thegame log. Such metadata may be stored separately from the game log(e.g., as an eXtensible Markup Language or other format file) or beintegrated with the game log (or derivative of the game log) bycompiling the game log and metadata tracks together. VGS encoder 222 mayintegrate a metadata track with a game log or otherwise compile theappropriate metadata track(s) along with the game log.

In implementations in which metadata is stored separately, anassociation between metadata and a game log may be created and stored inthe VGS database. For instance, a given game log may be associated withone or more metadata tracks. In this manner, a viewer or others may beable to pick and choose which metadata is to be used to annotate a givengame log. As such, multiple VGSs may be generated based on a single gamelog, each VGS associated with its own set of metadata.

Each metadata track may include information such as, without limitation,a region of origin (e.g., a geographic location, locality, etc.) wherethe metadata track was created, a language associated with the metadatatrack (e.g., a spoken or written language for its content), ademographic of a user that originated or otherwise created the metadatatrack, an identification of a program used to create the metadata track,a date the metadata track was created, and/or other information relatedto the metadata track. Such metadata information may be used to searchfor or otherwise filter different metadata to be used to generate a VGS.For instance, a viewer or others may wish to view a replay of a videogame session with commentary in a particular language, in which casemetadata relating to the particular language may be searched for andused (as will be described in more detail herein) to generate anappropriate VGS. Each metadata track may include one or more differenttypes of content as well.

Types of Metadata

In an implementation, a metadata track may include one or more types ofmetadata to annotate a game log. Such metadata types may include, forexample, audio, visual, tactile, and/or other types of information thatcan be used to annotate a game log.

Audio metadata may include audio signals relating to gameplay. Forexample, and without limitation, the audio signals may encode utterancesfrom an e-sportscaster (e.g., one who, professionally or as a hobby,comments on gameplay), utterances from one or more players involved ingameplay, utterances from one or more users not involved in gameplay,sound effects added by one or more users or VGS encoder 222, and/orother audio signals that can be output as audio alongside a video gameplayback.

Visual metadata may include graphical objects displayed alongside (e.g.,overlaid onto) a video game playback. Similar to the audio metadata, thevisual metadata may originate from e-sportscasters (or their productioncrews), players, other users, VGS encoder 222 (e.g., automaticallygenerated), and/or others.

Tactile metadata may include tactile signals relating to gameplay. Forexample, the tactile signals may cause tactile feedback to occuralongside a video game replay. Similar to the audio metadata, thetactile metadata may originate from e-sportscasters (or their productioncrews), players, other users, VGS encoder 222 (e.g., automaticallygenerated), and/or others.

Metadata Tracks with Additional Camera Angles

In an implementation, a metadata track may include alternate “camera”angles. For example, a game log may capture gameplay from a given cameraangle or perspective. A metadata track may include a differentperspective and another metadata track may include yet anotherperspective. In this manner, a given game log may be associated withdifferent metadata tracks, each providing its own perspective view ofgameplay. In a particular example, each metadata track may correspond toa first-person-view of a player in a multi-player first-person shootergame (or other game that includes a first-person perspective view ofgameplay). Because each metadata track may be associated withinformation that identifies a corresponding player, viewers may choosewhich metadata track to use, effectively being able to toggle differentplayer's perspective view during video game playback. Other types ofperspective views (other than first-person) may be used as well, such asa top-down view or scrolling view.

Metadata Tracks with Loadout Recreation

In an implementation, a metadata track may include loadout informationthat indicates a state of a player and/or video game environment duringgameplay that is represented in a game log. For instance, the loadoutinformation may indicate a virtual object (e.g., virtual weapon/ammo)used, a video game level (e.g., a virtual racetrack, a virtual boss,etc.), a video game level of difficulty, and/or other state of the videogame during gameplay represented in a game log. The loadout informationmay be used to recreate the conditions of gameplay. For instance, whendecoded, a VGS that includes a metadata track with loadout informationmay provide the viewer with an option to attempt to play the video gameunder the same loadout conditions as in the video game playback. Thismay be useful when, for example, a user wishes to view a tutorial on howto defeat a particular level, a user wishes to achieve a better scorethan a friend who shared the VGS with loadout to challenge the user,and/or other situations in which a user may wish to recreate loadoutconditions associated with a video game playback.

In some instances, VGS encoder 222 may generate a loadout object. Aloadout object may refer to all or a portion of a VGS. For instance, theloadout object may specify all or portion of a game log and/or all or aportion of a metadata track that includes loadout information. In thismanner, a given loadout object may be used to convey a state of aparticular gameplay session (or portion of a gameplay session, such as agiven time interval of the gameplay session). Loadout objects may begenerated automatically by the system and/or based on user input. Forinstance, loadout objects may be automatically generated based oninference information (described herein) or user input that specifies aportion or all of a VGS (associated with gameplay of the user orgameplay of others) that should be made into a loadout object.

A loadout object may be configured as a virtual trading card, aSkylanders™ object, and/or other virtual or actual object that canconvey loadout information such that others may replicate a state ofgameplay described by the loadout information. Users may acquire, share,trade, and/or otherwise use loadout objects to enable recreating a givenstate of a given gameplay session (or portion of the gameplay session),whether to play a video game using the same state or to simply view thegameplay associated therewith.

In some instances, a loadout object may refer to single player gameplayor multiplayer gameplay (e.g., a competitive and/or cooperative matchbetween multiple players). In multiplayer gameplay implementations, twoor more users with whom the loadout object has been shared may enter amultiplayer match using a video game state specified (and/or identified)by the loadout object.

VGS encoder 222 may use a given loadout object to place a user with whomthe loadout object has been shared into a match. For instance, amatchmaking engine (which places users into matches) may use a loadoutobject to place one or more players into a gameplay match that includesthe loadout condition(s) specified or identified by the loadout object.

In some instances, VGS encoder 222 may associate users with loadoutobjects. For instance, the system may store an indication of loadoutobjects that the user has shared, viewed, participated in gameplay thatreplicates loadout conditions, or otherwise interacted with.

VGS encoder 222 may receive, from a user, an annotation of a givenloadout object. For instance, a user may include a comment or othercontent relating to the loadout object. Users with whom the loadoutobject has been shared (or others) may view the annotations by the user.

Metadata Tracks with Micro-Transaction Hotspots

In an implementation, a metadata track may include micro-transactioninformation that identifies an item available for purchase. In someinstances, the item may include a virtual item depicted in acorresponding video game playback, or a real-world item advertised as anoverlay over the corresponding video game playback.

In some instances, the metadata track may include hotspot informationthat indicates selectable coordinates on the video game playbackcorresponding to the item available for sale. In an implementation, thehotspot information may be generated from a game engine. Because thegame engine rendered graphics for a given video game session, it mayencode the hotspot information into a metadata track so that a videogame playback of the video game session may include selectable regions.For instance, in a shooter game, a location on the display (e.g., pixelposition) of a virtual weapon that may be purchased by the viewer foruse in the viewer's gameplay may be encoded in the metadata track. Inthis instance, during playback, the viewer may be able to select thelocation (e.g., the “hotspot”), which causes a purchase transaction tooccur. The purchase transaction may cause the virtual item to be madeavailable to the viewer when the viewer plays the video game. Similarly,an advertising item may be selected to cause a purchase transaction fora real-world item to be initiated.

Metadata Tracks with Player Profiles for VGS Enhancements

In an implementation, a metadata track may include player profileinformation that describes a player involved in a video game and/or aplayer's avatar. VGS encoder 222 may obtain the player profileinformation from a pre-stored player profile database (e.g., a database130), meta data that may accompany a game log, a game log annotator (aswill be described herein), and/or other source. All or a portion of theplayer profile information may be used annotate a VGS so that viewers(e.g., users who view a replay of gameplay) may be provided withbackground or other information relating to the player.

The player profile information may include human player information thatdescribes an actual (human) player and/or avatar information thatdescribes an avatar controlled by the player. For instance, the humanplayer information may include, without limitation, a user demographic(e.g., age, gender, ethnicity, residence location, familial information,marital/relationship status, etc.), social media handles, a number ofyears of experience playing games (e.g., on a professional level or as ahobby), the player's favorite game(s), a player's gameplay statistics,sponsorships (if any), and/or other information relating to the player.Avatar information may include, without limitation, virtual health orexperience levels, statistics relating to the avatar (e.g., max power,special powers/skills/abilities, etc.), and/or other informationrelating to an avatar.

In an implementation, while encoding a VGS, all or a portion of theplayer profile information may be used to describe a player (or theplayer's avatar). For example, a player's name, prior or historical gamestatistics, or other player information may be overlaid onto a player'savatar so that viewers may be able to view the player information duringa playback of gameplay facilitated by a VGS. Such overlays mayintegrated with the playback or be provided on a separate track so thatthe end user may toggle such feature on or off.

Authoring Tools to Create Metadata Tracks

In an implementation, VGS encoder 222 may provide one or more inputsconfigured to accept user-provided content to create metadata tracks.Such tools may provide video game playback (via VGS decoder 226described herein) and accept content for creating metadata tracks. Forinstance, an VGS encoder 222 may include an audio input interfaceconfigured to receive utterances or other audio from users. In thismanner, a user may view a video game playback, which is generated basedon a corresponding game log, and provide commentary or other audio,which may be synchronized with the corresponding game log. Alternativelyor additionally, an VGS encoder 222 may include a graphical inputinterface configured to receive graphical inputs or other graphicalmarkup to be overlaid onto a video game playback. As with the audioinput, the graphical input may be synchronized to the corresponding gamelog. Still alternatively or additionally, an VGS encoder 222 may includea tactile input interface configured to receive tactile inputs thatspecify tactile feedback to be provided during video game playback. Inthis manner, a user may design particular tactile feedback that shouldbe output during a video game playback in relation to a correspondinggame log to which the tactile feedback may be synchronized.

In some instances, VGS encoder 222 may cause different metadata tracksto be layered onto one another. For instance, a first user may providecontent (e.g., his commentary on gameplay) for a first metadata track toannotate a game log. A second user may obtain the game log and the firstmetadata track and provide further commentary (such as a translation ofthe first user's commentary and/or additional commentary or content) fora second metadata track to annotate the game log and the first metadatatrack. In this manner, the second user may annotate the first user'scommentary (or other content) with the second user's commentary (orother content). Likewise, a third user may annotate the first user'scommentary and/or the second user's commentary. In some instances, VGSencoder 222 may automatically create a metadata track. For instance,using a speech recognition engine, VGS encoder 222 may process a firstmetadata track containing a user's commentary in a first language, thentranslate the recognized text into a second language. The text may beused as subtitles in the automatically generated metadata track or maybe processed using a text-to-voice engine so that a machine utteredtranslation may be stored in the automatically generated metadata track.

In these instances, VGS encoder 222 may store a parent-child or otherassociation in the VGS database between information identifying a gamelog and information identifying the first metadata track, as well as aparent-child or other association between information identifying thefirst metadata track and information identifying the second metadatatrack to indicate that the second metadata track should be used incombination with the first metadata track. In some instances, despitethe association, the second metadata track may still be used to annotatethe game log without the first metadata track. For instance, if thesecond metadata track includes a translation into another language ofthe commentary from a first metadata track, the second metadata trackmay be separately provided to those interested listening to thecommentary in the other language.

Although described herein with respect to adding content to video gameplayback, such playback may be “annotated” by removing certain aspectsof the playback. For instance, VGS encoder 222 may be configured toreceive an input that removes certain content from the video gameplayback. Such removed content may include background music, certainsound or visual effects, conversation between players, etc. As such, ametadata track may include an instruction to omit or remove certaincontent that appears in a game log (e.g., an instruction to omit a soundtrack during video game playback during a certain time interval). Suchremoval may be used in conjunction with content to be added. Forinstance, for a sports video game playback, commentary from theartificial intelligence commentator may be replaced with a user'scommentary.

In some instances, VGS encoder 222 may add content that isn'tnecessarily related to the gameplay itself. For instance, VGS encoder222 may receive inputs relating to graphical or audio advertisements orother content to be added to a corresponding video game playback. Inthis manner, ads or other content may be seamlessly incorporated into acorresponding video game playback.

Whether or not a given metadata track is to be used in combination withone or more other metadata tracks, and without regard to the type ofcontent added (or removed), a given metadata track may be synchronizedwith a game log so that the content from the metadata track is replayedalongside a replay of gameplay at the appropriate time.

In some instances, VGS encoder 222 may synchronize a metadata track witha timeline associated with the game log. For instance, the game log maybe associated with a game log timeline that includes a timestamp foreach event. The timestamp may indicate a time that a given event hasoccurred relative to the start of the game log. VGS encoder 222 mayassign events or content within the metadata track with a timestamp thatcorresponds to the game log timeline.

In some instances, VGS encoder 222 may establish a master timeline thatapplies to the game log and any metadata tracks. In these instances,events specified in the game log and content in any metadata tracks maybe synchronized to the master timeline.

In instances in which a second metadata track is to be used incombination with a first metadata track, VGS encoder 222 may synchronizethe second metadata track with a timeline associated with the firstmetadata track (i.e., the second metadata track may be synchronized tothe first metadata track). In other instances, VGS encoder 222 maysynchronize both the first metadata track and the second metadata trackwith a master timeline or a game log timeline.

In some instances, VGS encoder 222 may generate and store a VGS based ona game log and one or more metadata tracks. In other instances, becausea given game log may be associated with different sets of one or moremetadata tracks, or may be streamed live with real-time metadata tracks,VGS encoder 222 may dynamically create (e.g., responsive to requests orfor real-time gameplay streams) particular combinations of a game logand metadata tracks.

Searching for and Localizing a VGS

In an implementation, search and localization engine 224 may identifycombinations of metadata tracks that should be used to annotate a gamelog. For instance, search and localization engine 224 may identify anappropriate metadata track to responsive to search inputs from a user,automatically based on localization rules, and/or other information thatcan be used to identify a suitable metadata track for a given game log.

In some instances, for example, search and localization engine 224 mayprovide a user interface that provides one or more search inputs thatare configured to receive a search input. The search input may relate tothe game log (e.g., using the searchable information previouslydescribed) and/or one or more metadata tracks. Responsive to receipt ofone or more search inputs, search and localization engine 224 mayidentify an appropriate game log and/or metadata track(s) for generationof a VGS (by VGS encoder 222, for example).

In a non-limiting example, a user may specify that she wishes to view avideo game replay of a particular game title involving a particularplayer with commentary in the English language. Responsive to the searchinputs, search and localization engine 224 may query VGS database todetermine whether any of the game logs match search criteria specifiedby the search inputs relating to game logs (namely, the particular gametitle involving the particular player). If one or more game logs thatsatisfy the criteria are found (or simultaneously with the previousquery), search and localization engine 224 may determine whether anymetadata tracks have been associated with the one or more game logs, andif so, present the results to the user for selection.

Upon receipt of a selection of a game log and any corresponding metadatatracks, search and localization engine 224 may cause VGS encoder 222 togenerate a VGS based on the game log and corresponding metadata tracksfor provision to the user. Other examples involving alternative oradditional search inputs/criteria may be used as well. For instance, theuser may provide inputs specifying that particular commentators bereturned for selection.

In some instances, once a VGS has been generated responsive to thesearch request, the requesting user may further annotate the VGS togenerate further metadata tracks by that user, in which case the newmetadata tracks will be associated with the game log and/or existingmetadata tracks for later search and retrieval by the user or others.

In some instances, search and localization engine 224 may automaticallyselect a given metadata track for a game log based on one or morelocalization rules. A localization rule may specify that certainmetadata tracks be used with a game log based on a native language of ageographic location to which a VGS is to provided, a custom of ageographic location to which a VGS is to provided, and/or otherlocalization, and/or other criteria that can be used to automaticallyselect a given metadata track for use with a game log.

For instance, search and localization engine 224 may obtain a locationof a user who is to be provided with a video game playback. Suchlocation may be based on Internet Protocol address information, networkconnection information (e.g., network devices used to connect the userto the Internet), Global Positioning System or other locationinformation based on a location device or receiver, and/or otherlocation information.

Search and localization engine 224 may identify a native languageassociated with the location, and automatically select metadata track(s)that are in the native language (e.g., commentary spoken in the nativelanguage, ads presented in the native language, etc.). Alternatively oradditionally, search and localization engine 224 may identify a customor regional preference based on the location and automatically selectappropriate metadata track(s) for the given game log. Such local customsor preferences may include, for example, a preference for tactile overaudio annotations, in which case tactile metadata tracks may beautomatically selected over audio metadata tracks.

In some instances, search and localization engine 224 may automaticallyselect a given metadata track for a game log based on one or morepersonalization preferences. For instance, a user may providepreferences (e.g., language, audio and video preference over tactile,etc.), which may be stored in a user profile for that user. When theuser requests or is otherwise is to be provided with a video gameplayback, search and localization engine 224 may automatically selectappropriate metadata track(s) based on the personalization preferences.

Decoding a VGS

In an implementation, VGS decoder 226 may obtain a VGS and decode theVGS to provide a video game playback. For instance, VGS decoder 226 maydecompile a VGS to obtain a game log and any corresponding metadatatracks. In other instances, VGS decoder 226 may obtain the game log andany corresponding metadata tracks packaged together, but in separatefiles.

In any event, in an implementation, VGS decoder 226 may provide the gamelog to a corresponding game engine that created the game log andreceive, back from the game engine, a video game playback that isunannotated. VGS decoder 226 may parse any corresponding metadata tracksand synchronize content therein with the video game playback from thegame engine. Such synchronization may be based on a master timeline VGSencoder 222 created, a time associated with the game log, and/or othertimeline that can be used to synchronize events from the game log withcontent from the metadata tracks. In some instances, to synchronizeevents from the game log with content from the metadata tracks, VGSdecoder 226 may store either or both of the events or content in abuffer or other memory while one is synchronized to the other.

In some instances, VGS decoder 226 may include (or be part of) the gameengine, in which case VGS decoder 226 may be specific for a particulargame or set of games for which the game engine provides gameplay. Inother instances, VGS decoder 226 may be generic to different types ofgame engines (and therefore different types of games), in which case VGSdecoder 226 may identify an appropriate game engine to use to read thegame log to provide video game playback. For instance, the game log maybe associated with identifying information that identifies the gameengine and/or game title to which the game log relates. VGS decoder 226may use the identifying information to identify an appropriate gameengine to use. In either case, VGS decoder 226 may provide annotatedvideo game playback using content from the metadata tracks synchronizedwith events from the game log.

In an implementation, VGS decoder 226 may dynamically change metadatatracks on the fly (e.g., during video game playback based on a gamelog). For instance, VGS decoder 226 may cause a user interface withselectable inputs corresponding to different metadata tracks to beprovided that allow a user to specify which metadata track should beused. Alternatively or additionally, VGS decoder 226 may receive aninput (e.g., via user remote control or other peripheral device input)corresponding to a command to change (e.g., replace, add, remove) ametadata track being used during video game playback. As previouslydescribed, a given metadata track may correspond to a perspective viewof gameplay in which case a user may toggle through differentperspectives. In other instances, a user may toggle through differentlanguages, subtitles, or other content provided by different metadatatracks.

In an implementation, VGS decoder 226 may make a video game playbackstatic or interactive. In static instances, the video game playback maynot be interacted with by a viewer other than through ordinary mediaplayer controls (e.g., play, pause, etc). Instead, the video gameplayback is linear, view-only.

In interactive instances, the video game playback may include hotspotsor otherwise cause interactive elements configured to receive userinputs. In these instances, VGS decoder 226 may cause a user interfacethat includes the video game playback and hotspots or interactiveelements. For instance, when a VGS includes loadout information, VGSdecoder 226 may parse the loadout information and provide the viewerwith an option, in the user interface, to recreate the loadoutconditions specified by the loadout information. Upon receipt of anindication from the viewer to play under the loadout conditions, VGSdecoder 226 may provide the loadout information to a game engine, whichmay render the video game with the loadout conditions so that the viewermay play the video game under the same conditions as the video gameplayback.

In another example, when a VGS includes micro-transaction hotspots, VGSdecoder 226 may parse the hotspot or pixel position information andprovide selectable regions within the user interface that corresponds toa virtual or real item in the video game playback that is available forpurchase. Upon receipt of a selection of a hotspot, VGS decoder 226 mayeither automatically cause a purchase of a corresponding item (e.g., bylooking up pre-stored financial account information of the viewer orvirtual currency account information of the viewer) or cause atransaction interface to be presented to the viewer, which allows theuser to input (financial or virtual) account information. In someimplementations, the hotspot item may be changed from time to time. Forinstance, an advertised item may be changed from one product to anotherproduct, depending on sponsorships, ad contracts, etc. Additionally oralternatively, the system may change the in-game placement of such ads(and corresponding hotspot).

VGS Subscription Models

In an implementation, the consumption and/or creation of metadata tracksmay be subject to different levels of subscriptions. Users may subscribeto different levels of subscription by providing user information,payments, and/or other items of value.

In this implementation, different types of metadata tracks may be madeavailable to users subject to a subscription level of the user. Forinstance, a free subscription level may be associated with a first setof metadata tracks, while a paid subscription level may be associatedwith additional sets of metadata tracks. In particular, some of thepremium metadata tracks may be associated with celebrities or otherswhose commentary are more valued than others. In some of theseimplementations, different levels of paid subscriptions may be furthersubjected to different levels of metadata available to users.

Other consumption subscription models may be used as well, such asallowing more accesses to metadata tracks in a given time period forcertain subscription levels than others (e.g., a paid subscription maybe associated with access to a greater number of metadata tracks in agiven month than a free subscription).

Likewise, in some implementations, an ability to create metadata tracksmay be subject to a level of subscription. For instance, a firstsubscription level may be associated with allowing a user to create afirst number of metadata tracks in a given month, while a secondsubscription level may be associated with allowing a user to create asecond (different) number of metadata tracks in the given month. In someinstances, subscriptions may be related to metadata tracks created by orrelated to one or more individuals (e.g., professional commentators,players, etc.). In such instances, the one or more individuals may sharein the revenue generated by such subscriptions.

Converting VGS to Media

In an implementation, VGS to media converter 230 may generate a videogame playback (e.g., using VGS decoder 226) and then convert theplayback to a conventional media format such as the Moving PictureExperts Group (MPEG)-4 format as specified in the ISO/IEC 14496-12:2004specification, which is incorporated by reference herein in itsentirety. Other media formats may be used as well; the MPEG-4 format isdescribed here for illustrative purposes. In some instances, the videoportion of the video game playback may be encoded as an MPEG-4 videostream, the audio portion of the video game playback may be encoded asan MPEG-4 audio stream, and any remaining metadata track may be encodedin the an MPEG-4 metadata stream. To be compatible with playback inconventional media players, VGS to media converter 230 may encode allmetadata (whether visual, audio, etc.) into corresponding video or audiostreams. Some media players may understand certain metadata streams(e.g., tactile signals within the metadata streams). To support thoseinstances, VGS to media converter 230 may encode any tactile metadatatracks into an MPEG-4 metadata stream.

Such conversion may occur via server-based processing (e.g., on computersystem 110), distributed processing using end user devices 140, cloudservices processing (e.g., via cloud computer systems), and/or throughother computer processing techniques.

APIs for Accessing and Sharing a VGS

In an implementation, API 232 may provide access to game logs andmetadata tracks. In some instances, API 232 may provide a given game logand any corresponding metadata track as a VGS. In some instances, API232 may provide access to a game log and any corresponding metadatatrack as a conventional media file that can be played in a conventionalmedia player.

Whichever format in which a game log and/or metadata tracks areprovided, API 232 may facilitate sharing of a game log and metadatatracks. For instance, a user may, through end user device 140, requestto share a game log representative of a gameplay session being played oralready played. The game log may be annotated with the user's contentand/or other user's content, and then shared. API 232 may share the gamelog and metadata tracks, in any format described herein, to socialsharing networks (e.g, YouTube™, Facebook™, etc.). Although describedherein as relating to a video game session for convenience, a game logmay relate to a continuous type of game (e.g., a virtual worldsimulation) that has no discrete ending. In these instances, a game logmay refer to a segment of time during a portion of the continuous game.Alternatively, a game log may refer to a starting point in thecontinuous game and continue to “record” events indefinitely or untilsome terminating point has been reached. As such, a game log need not belimited to gameplay sessions that have a finite ending, but instead mayrelate to gameplay sessions that are continuous in nature.

Furthermore, it should be understood that a game log may be integratedwith at least first metadata and stored in association with secondmetadata such that the game log integrally includes the first metadataand is associated with other metadata (e.g., the second metadata) aswell.

Inferring Interest in a Portion or All of a Video Game Stream andFacilitate Playback of Content Based on the Inferred Interests

In an implementation, inference engine 238 may generate an inferredobject that identifies a VGS and a portion of the VGS in which theuser(s) is inferred to be interested. An inferred object may include anidentification of the VGS, an identification of a game log, anidentification of specific portion(s) of the game log, an identificationof a player character/avatar, an identification of a metadata track(e.g., particular commentary, graphics, camera angles, etc.), anidentification of specific portion(s) of the metadata track, and/orother information that can specify all or a portion of a VGS in whichusers are likely interested.

For example, inference engine 238 may identify aspects of gameplay inwhich users may be interested, specific clips from gameplay, specificcommentary or other metadata, and/or other aspects of a VGS in whichusers may be interested. Such identification may be specific for aparticular user (or specific group of users such as a group of friends)or general for a non-specific population of users. For example,inference engine 238 may identify a portion or all of video gameplay(e.g., events of a game log) and/or metadata (e.g., commentary or otherannotations) that a specific user or general population may beinterested.

In an implementation, inference engine 238 may identify an inferenceobject based on one or more inference factors, which may indicate userinterest. An inference factor may include, without limitation, viewerinput (e.g., camera angles/scenes viewers are using, voting inputsprovided by viewers specifying all or portions of gameplay they wish tosee, etc.), social sharing aspects (e.g., number of “likes” of videogame playbacks, number of times a portion or all of a VGS has beenshared or viewed, number of times that a user-generated video ofgameplay has been created, etc.), player actions during gameplay (e.g.,headset chatter from a player, chatter intensity—such asamplitude/frequency of audio input, whether the player has suddenlystood up/is jumping), and/or other inputs that can indicate userinterest.

In an implementation, inference engine 238 may build inference models ofuser interests, which may be informed by one or more of the inferencefactors. In some instances, human analysts may analyze popular VGSs(e.g., VGSs that have been shared, viewed, etc. a number of times thatexceed a threshold value) to identify events that are common betweensuch VGSs, and input them for inclusion into the inference models.Inference engine 238 may also automatically perform such analysis, bydetermining common events or other aspects of gameplay that are commonto popular VGSs.

In an implementation, inference engine 238 may initiate the creation ofan inference object upon detection of one or more inference triggers. Agiven inference trigger may signal that an interesting event hasoccurred or will occur. Such triggers may be predefined (e.g., by a gamedeveloper) or may be dynamically determined based on an inference model.An inference trigger may include, without limitation, an indication thata player during gameplay has achieved a certain performance metric(e.g., exceeded a threshold in-game kill/death ratio, exceeded athreshold in-game kill streak, exceeded a threshold in-game number ofkills within a particular time period, performed a particular in-gamemaneuver such as performing an in-game kill shot while jumping off avirtual building), in-game taunts (e.g., teabagging, doing a dance,jumping on a fallen opponent, showboating etc.), predictive triggersthat use events to predict interesting gameplay will occur (e.g., anumber of players converging on a particular location on a game map, aplayer moving toward a flag in a capture the flag match, a playerentering a dangerous situation such as an ambush, a player imminentlyfighting a level boss, etc.), and/or other triggers that can indicate anevent of likely interest has or will occur.

In some instances, the system (e.g., via VGS decoder 226) may generate avideo game playback based on an inferred object. For example, if aninferred object relates to a specific 30 second highlight clip ofgameplay for a 10 minute game, the system may generate a video gameplayback of the 30 second clip by identifying relevant events from thegame log and/or content from relevant metadata tracks associatedtherewith.

In some instances, based on an inference object, the system may generatehints or suggestions of events or metadata related to a VGS that may beof interest to users. A user may use the hints (e.g., a listing of top20 interesting events that occurred during gameplay) to generate ahighlight clip relating to the events. Alternatively or additionally,the system may also automatically generate such a highlight clip. Inanother example, an e-sports commentator may be informed of particularevents, camera angles, players being followed, etc., that arepotentially interesting so that they can focus their commentary on suchaspects of gameplay.

In some instances, based on an inference object, the system may generateloadout objects. For example, VGS encoder 222 may identify particularVGSs (or portions thereof) that users may be interested in duplicatingfor gameplay (or sharing) based on an inference object from inferenceengine 238. In this manner, loadout objects may be generated based onpredicted user interested.

In some instances, inference engine 238 may generate an inference objectin real-time. For example, during gameplay, inference engine 238 mayidentify a specific portion of gameplay that should be made into areplay clip, and cause the replay clip to be played. Various effects maybe specified by an inferred object as well, such as slow-motion effects,zooming effects, and/or other type of visual effect to be applied to thereplay clip (or other playback relating to an inference object).

FIG. 3 depicts a process 300 of generating a video game stream,according to an implementation of the invention. The various processingoperations and/or data flows depicted in FIG. 3 (and in the otherdrawing figures) are described in greater detail herein. The describedoperations may be accomplished using some or all of the systemcomponents described in detail above and, in some implementations,various operations may be performed in different sequences and variousoperations may be omitted. Additional operations may be performed alongwith some or all of the operations shown in the depicted flow diagrams.One or more operations may be performed simultaneously. Accordingly, theoperations as illustrated (and described in greater detail below) areexemplary by nature and, as such, should not be viewed as limiting.

In an operation 302, process 300 may include obtaining a game log. Thegame log may be obtained from a game engine substantially in real-timeas gameplay is occurring (e.g., at least some of the game log isreceived while a corresponding gameplay session is occurring) or thegame log may be pre-stored (e.g., after the gameplay session hascompleted) and obtained from the VGS database. In some instances,process 300 may be performed by a game engine that generates a game log.In other instances, process 300 may be performed by a system componentseparate from the game engine, in which case the system component mayobtain the game log directly or indirectly from the game engine. Thegame log may include or be associated with identifying information.

In an operation 304, process 300 may include identifying one or moremetadata tracks that include content used to annotate a game log (i.e.,gameplay represented by the game log). Process 300 may identifyappropriate metadata tracks responsive to a user query and/or mayautomatically identify metadata tracks (e.g., based on localizationrules or other criteria).

In an operation 306, process 300 may include generating a VGS thatincludes the game log and any corresponding metadata tracks. The VGS maybe used to parse the game log and corresponding metadata tracks togenerate a video game playback of the relevant gameplay session, alongwith any content from the corresponding metadata tracks. For instance,the video game playback may include a rendition of gameplay annotatedwith a user's commentary and/or other content.

In an operation 308, process 300 may include causing the VGS to beprovided. For example, process 300 may cause the VGS to be transmittedto an end user device via a network. The end user device may thenprocess the VGS to generate a video game playback annotated by contentfrom the identified metadata tracks.

FIG. 4 depicts a process 400 of decoding a video game stream to generatea video game playback, according to an implementation of the invention.

In an operation 402, process 400 may include obtaining a game log. Thegame log may be obtained substantially in real-time while gameplay isoccurring or from storage after gameplay has concluded.

In an operation 404, process 400 may include parsing events from thegame log. In some instances, each event may be associated with atimestamp that indicates when in a game log timeline the event hasoccurred.

In an operation 406, process 400 may include obtaining a metadata trackassociated with the game log and parsing content from the metadatatrack. Each content may be associated with a timestamp that indicates atime that the content should be presented, relative to a game logtimeline.

In an operation 408, process 400 may include synchronizing the parsedcontent with the events. The synchronization may be based on the gamelog timeline (or other timeline common to both the events and content).

In an operation 410, process 400 may include generating a video gameplayback based on the synchronized content and events. The video gameplayback may be in the form of a native rendering (e.g. by a gameengine) or may be converted to a conventional media file format forreplay.

FIG. 5 depicts a process 500 of annotating a video game log and encodinga video game stream, according to an implementation of the invention.Process 500 may be used to annotate a game log, whether on top ofexisting annotation(s) of the game log or annotating the game logwithout other annotations.

In an operation 502, process 500 may include obtaining pre-gameannotations. Such pre-game annotations may include initial content(e.g., commentary) on a gameplay session, such as a commentary onmatch-ups.

In an operation 504, process 500 may include obtaining a game logassociated with the gameplay session.

In an operation 506, process 500 may include parsing the game log toobtain game events from the game log.

In an operation 508, process 500 may include generating a video gameplayback based on the game events.

In an operation 510, process 500 may include obtaining content toannotate gameplay during playback. Such content may include usercommentary relating to gameplay, graphics to overlay onto gameplay,and/or other content described herein.

In an operation 512, process 500 may include associating the contentwith a timestamp relative to a timeline of the game log.

In an operation 514, process 500 may include synchronizing the contentwith the game log. For instance, the content may be synchronized withthe game log based on a timeline associated with the game log or amaster timeline associated with both the game log and other content thatis to annotate the game log. In some instances, the game log timelinemay be shifted to account for any pre-game annotations.

In an operation 516, process 300 may include generating a metadata trackbased on the synchronized content and storing an association between thegame log and the metadata track. For instance, process 300 may includestoring an association between identifying information for the game logand identifying information for the metadata track. In this manner, adatabase (such as the VGS database) may be used to query (or otherwiseretrieve from) the game log and any corresponding metadata tracks.

FIG. 6 depicts a process 600 of generating a game log and encoding avideo game stream during a gameplay session, according to animplementation of the invention.

In an operation 602, process 600 may include initializing a gameplaysession of a video game and encoding video game identifying informationinto a game log. The video game identifying information may include anidentification of a video game. Other information may be encoded intothe game log as well, such as a time/date of the gameplay session, anumber of players, whether the gameplay session is being played over anetwork connection (and if so, a type of network connection used, aninternet service provider used, a quality of network connection), etc.).

In an operation 604, process 600 may include obtaining an indication ofa game event.

In an operation 606, process 600 may include recording the game eventwith a timestamp in the game log.

In an operation 608, process 600 may include determining whethercontent/metadata related to the game event is received. For instance,content may be related to a game event when the content is receivedwithin a predetermined threshold time of the game event.

In an operation 610, process 600 may include recording the metadata witha timestamp in the game log, responsive to a determination that themetadata is related to the game event.

In an operation 612, process 600 may include determining whether anothergame event is received. If another game event is received, process 600may return to operation 606. If another game event is not received,process 600 may proceed to an operation 614.

In operation 614, process 600 may include generating a VGS based on thegame log and the content related to game events.

FIG. 7 depicts a process 700 of localizing video game playback,according to an implementation of the invention.

In an operation 702, process 700 may include obtaining a game log. In anoperation 704, process 700 may include obtaining a metadata trackassociated with the game log. The metadata track may include contentthat can be localized according to a geographic region to which a videogame playback will be provided. For instance, the content may betranslated into another language.

In an operation 706, process 700 may include localizing the metadatatrack. For instance, process 700 may include identifying a geographiclocation to which the video game playback will be provided. Localizingthe metadata track may include automatically translating text, spokenutterances, and/or other information included in the metadata track.

In an operation 708, process 700 may include causing the localizedmetadata track to be provided with the game log.

FIG. 8 depicts a process 800 of identifying localization parameters forlocalizing video game playback, according to an implementation of theinvention.

In an operation 802, process 800 may include obtaining a game log. In anoperation 804, process 800 may include obtaining a localizationparameter. The localization parameter may specify that certain languageor other types of content should be used based on a particular locale towhich the game log will be provided.

In an operation 806, process 800 may include identifying a metadatatrack based on the localization parameter and parse content to beincluded in a video game playback. In an operation 808, process 800 mayinclude obtaining one or more game events from the game log.

In an operation 810, process 800 may include generating the video gameplayback based on the game events and the content from the metadatatrack. For instance, process 800 may include identifying a metadatatrack that is associated with the target geographic location. In aparticular example, a first metadata track may include first commentaryin a first language and a second metadata track may include secondcommentary in a second language (which may or may not simply be a humantranslation of the first commentary). Process 800 may automatically (orresponsive to a user query) select the appropriate metadata track.

FIG. 9 depicts a process 900 of driving micro-transactions based onvideo game streams, according to an implementation of the invention.

In an operation 902, process 900 may include generating a VGS. The VGSmay be generated as described herein throughout. In an operation 904,process 900 may include causing the VGS to be transmitted via network102 to an end user device 140. The VGS may be decoded at the end userdevice to provide a video game playback of a video game sessionspecified by the VGS.

In an operation 906, process 900 may include receiving, from the enduser device, a selection of a loadout object associated with the videogame stream or a hotspot associated with the video game stream. Theloadout object or the hotspot may be pre-specified as a metadata trackin the VGS, or the end user device may generate the loadout object orthe hotspot based on a game engine executing at the end user device.

In an operation 908, process 900 may include causing, by the computer, arecreation of the state of the gameplay or the virtual object to beprovided responsive to the selection. For instance, if a loadout objectwas selected, a video game playback associated with the loadout objectmay be generated or the user associated with the end user device may beprovided with an opportunity to play the video game with the loadoutconditions or state specified by the loadout object. If a hotspot wasselected, a virtual or other object corresponding to the hotspot may beprovided to the user for gameplay.

In an operation 910, process 900 may include debiting an account of auser associated with the end user device based on an amount of valuerelating to the video game playback/recreation or the virtual object.For example, a monetary (real currency value) or perceived/virtual valuemay be debited from a financial or game account associated with theuser.

Other ways of driving micro-transactions and/or using loadouts may beperformed as well. For instance, the system may sell load out slots thatcan be configured with what was depicted by a VGS, charge for orfacilitate the creation of loadout objects (which may each be named by acreator, such as “TestSubject-M used in 2015 Nationals”), which may beused to easily swap loadouts in and out for gameplay, charge for orfacilitate matchmaking into gameplay sessions that have the same loadoutconditions and map as seen in a playback from a VGS, charge for orfacilitate social network integration, in which users may share playbackor loadouts associated with VGSs (e.g., users may inquire “Have youtried that sniper/shotty loadout “TestSubject-M used in 2015Nationals”), and/or other ways that will be apparent based on thedisclosure herein.

FIG. 10 depicts a process 1000 of inferring interest in an aspect of avideo game streams, according to an implementation of the invention.

In an operation 1002, process 1000 may include identifying an aspect ofa video game stream that will be interesting to one or more users. Anidentified aspect may include an entire gameplay session represented bya VGS, a portion of the gameplay session (e.g., a start and end timeinterval), a particular event in the gameplay session, a particularcharacter or object in the gameplay session, a particular metadata trackor portion thereof (e.g., a specific commentary, graphical overlays,etc.), and/or other aspect of a VGS.

In an operation 1004, process 1000 may include generating an inferenceobject based on the identified aspect. An inference object may specifythe aspect such that a video game playback relating to the aspect may begenerated.

In an operation 1006, process 1000 may include causing a video gameplayback of at least a portion of the gameplay to be generated based onthe inference object. For example, process 1000 may include generating aseparate metadata track of inferred objects or may generate a separateVGS based on the inference object. In some instances, process 1000 maygenerate the video game playback or may simply cause the inferenceobject (or metadata track/VGS generated therefrom) to be transmitted viaa network (e.g, network 102).

Other implementations, uses and advantages of the invention will beapparent to those skilled in the art from consideration of thespecification and practice of the invention disclosed herein. Thespecification should be considered exemplary only, and the scope of theinvention is accordingly intended to be limited only by the followingclaims.

What is claimed is:
 1. A computer implemented method of facilitatingmicro-transactions in video games based on video game streams forplayback of gameplay of video games, the method being implemented in acomputer having one or more physical processors programmed with computerprogram instructions that, when executed by the one or more physicalprocessors, cause the computer system to perform the method, the methodcomprising: generating, by the computer, a video game stream thatincludes a game log and a metadata track, wherein the game log specifiesat least a first event that occurred during gameplay of a video game andinformation that indicates at least a first time in which the firstevent occurred during the gameplay, and the metadata track includesannotation content relating to the gameplay; causing, by the computer,the video game stream to be transmitted via a network to an end userdevice; receiving, by the computer, from the end user device, aselection of a loadout object associated with the video game stream or ahotspot associated with the video game stream, wherein the loadoutobject specifies a state of the gameplay and the hotspot specifies avirtual object used during the gameplay; causing, by the computer, aplayable recreation of the state of the gameplay or the virtual objectto be provided responsive to the selection; and debiting, by thecomputer, an account of a user associated with the end user device basedon an amount of value relating to the playable recreation or the virtualobject.
 2. The method of claim 1, wherein receiving from the end userdevice a selection of a loadout object associated with the video gamestream or a hotspot associated with the video game stream comprisesreceiving the selection of the loadout object, the method furthercomprising: identifying, by the computer, a virtual item used during thegameplay based on the loadout object, wherein the value relating to therecreation comprises a value of the virtual item; and providing, by thecomputer, the virtual item in the playable recreation, wherein thevirtual item is usable during gameplay of the playable recreation, andwherein the account of the user is debited based on providing thevirtual item.
 3. The method of claim 2, the method further comprising:predicting, by the computer, a portion of the gameplay that will be ofinterest to the user; generating, by the computer, the loadout objectbased on the portion of the gameplay; and providing, by the computer,the loadout object for selection in association with the video gamestream.
 4. The method of claim 1, wherein receiving from the end userdevice a selection of a loadout object associated with the video gamestream or a hotspot associated with the video game stream comprisesreceiving the selection of the loadout object, the method furthercomprising: matching, by the computer, the user into a multi-player gamesession that recreates the state of the gameplay, wherein the account ofthe user is debited based on matching the user into the multi-playergame session; and causing, by the computer, the user to be added to themulti-player game session.
 5. The method of claim 1, wherein receivingfrom the end user device a selection of a loadout object associated withthe video game stream or a hotspot associated with the video game streamcomprises receiving the selection of the loadout object, the methodfurther comprising: receiving, by the computer, a request to share theloadout object to a second user; and providing, by the computer, theloadout object to the second user responsive to the request, wherein theaccount of the user is debited based on providing the loadout object tothe second user.
 6. The method of claim 1, wherein receiving from theend user device a selection of a loadout object associated with thevideo game stream or a hotspot associated with the video game streamcomprises receiving the selection of the hotspot, the method furthercomprising: identifying, by the computer, the virtual object associatedwith the hotspot, wherein the value relating to the recreation comprisesa value of the virtual object; and providing, by the computer, thevirtual item in the playable recreation, wherein the virtual item isusable during gameplay of the playable recreation, and wherein theaccount of the user is debited based on providing the virtual object. 7.The method of claim 1, the method further comprising: providing, by thecomputer, in association with the video game stream, a second loadoutobject that specifies a second state of a second gameplay of the videogame; providing, by the computer, responsive to a selection of thesecond loadout object, a playable recreation of the second state of thesecond gameplay; and debiting, by the computer, the account of the userbased on providing the playable recreation of the second state of thesecond gameplay.
 8. The method of claim 7, the method furthercomprising: receiving, by the computer, the second loadout object from asecond user; and causing, by the computer, a second account of thesecond user to be debited in exchange for allowing the second user togenerate and provide the second loadout object to the computer.
 9. Themethod of claim 1, the method further comprising: providing, by thecomputer, at least one of the loadout object or the hotspot in one ormore metadata tracks of the video game stream.
 10. The method of claim1, wherein the account comprises a virtual currency account or a realcurrency account of the user.
 11. A system for facilitatingmicro-transactions in video games based on video game streams forplayback of gameplay of video games, the system comprising: one or morephysical processors programmed with one or more computer programinstructions which, when executed, cause the one or more physicalprocessors to: generate a video game stream that includes a game log anda metadata track, wherein the game log specifies at least a first eventthat occurred during gameplay of a video game and information thatindicates at least a first time in which the first event occurred duringthe gameplay, and the metadata track includes annotation contentrelating to the gameplay; transmit the video game stream via a networkto an end user device; receive, from the end user device, a selection ofa loadout object associated with the video game stream or a hotspotassociated with the video game stream, wherein the loadout objectspecifies a state of the gameplay and the hotspot specifies a virtualobject used during the gameplay; provide a playable recreation of thestate of the gameplay or the virtual object responsive to the selection;and debit an account of a user associated with the end user device basedon an amount of value relating to the playable recreation or the virtualobject.
 12. The system of claim 11, wherein to receive from the end userdevice a selection of a loadout object associated with the video gamestream or a hotspot associated with the video game stream, the one ormore physical processors are caused to receive the selection of theloadout object, and wherein the one or more physical processors arefurther caused to: identify a virtual item used during the gameplaybased on the loadout object, wherein the value relating to therecreation comprises a value of the virtual item; and provide thevirtual item in the playable recreation, wherein the virtual item isusable during gameplay of the playable recreation, and wherein theaccount of the user is debited based on providing the virtual item. 13.The system of claim 12, wherein the one or more physical processors arefurther caused to: predict a portion of the gameplay that will be ofinterest to the user; generate the loadout object based on the portionof the gameplay; and provide the loadout object for selection inassociation with the video game stream.
 14. The system of claim 11,wherein to receive from the end user device a selection of a loadoutobject associated with the video game stream or a hotspot associatedwith the video game stream, the one or more physical processors arecaused to receive the selection of the loadout object, and wherein theone or more physical processors are further caused to: match the userinto a multi-player game session that recreates the state of thegameplay, wherein the account of the user is debited based on matchingthe user into the multi-player game session; and add the user to themulti-player game session.
 15. The system of claim 11, wherein toreceive from the end user device a selection of a loadout objectassociated with the video game stream or a hotspot associated with thevideo game stream, the one or more physical processors are caused toreceive the selection of the loadout object, and wherein the one or morephysical processors are further caused to: receive a request to sharethe loadout object to a second user; and provide the loadout object tothe second user responsive to the request, wherein the account of theuser is debited based on providing the loadout object to the seconduser.
 16. The system of claim 11, wherein to receive from the end userdevice a selection of a loadout object associated with the video gamestream or a hotspot associated with the video game stream, the one ormore physical processors are caused to receive the selection of thehotspot, and wherein the one or more physical processors are furthercaused to: identify the virtual object associated with the hotspot,wherein the value relating to the recreation comprises a value of thevirtual item; and provide the virtual item in the playable recreation,wherein the virtual item is usable during gameplay of the playablerecreation, and wherein the account of the user is debited based onproviding the virtual object.
 17. The system of claim 11, wherein theone or more physical processors are further caused to: provide inassociation with the video game stream, a second loadout object thatspecifies a second state of a second gameplay of the video game;provide, responsive to a selection of the second loadout object, aplayable recreation of the second state of the second gameplay; anddebit the account of the user based on providing the playable recreationof the second state of the second gameplay.
 18. The system of claim 17,wherein the one or more physical processors are further caused to:receive the second loadout object from a second user; and debit a secondaccount of the second user in exchange for allowing the second user togenerate and provide the second loadout object to the computer.
 19. Thesystem of claim 11, wherein the one or more physical processors arefurther caused to: provide at least one of the loadout object or thehotspot in one or more metadata tracks of the video game stream.
 20. Acomputer program product for facilitating micro-transactions in videogames based on video game streams for playback of gameplay of videogames, the computer program product comprising: one or more tangible,non-transitory computer-readable storage devices; program instructions,stored on at least one of the one or more tangible, non-transitorycomputer-readable tangible storage devices that, when executed, cause acomputer to: generate a video game stream that includes a game log and ametadata track, wherein the game log specifies at least a first eventthat occurred during gameplay of a video game and information thatindicates at least a first time in which the first event occurred duringthe gameplay, and the metadata track includes annotation contentrelating to the gameplay; transmit the video game stream via a networkto an end user device; receive, from the end user device, a selection ofa loadout object associated with the video game stream or a hotspotassociated with the video game stream, wherein the loadout objectspecifies a state of the gameplay and the hotspot specifies a virtualobject used during the gameplay; provide a playable recreation of thestate of the gameplay or the virtual object responsive to the selection;and debit an account of a user associated with the end user device basedon an amount of value relating to the playable recreation or the virtualobject.